Originally released in 2010 for the Xbox 360, Deadly Premonition quickly earned a reputation as the Twin Peaks of video games, and as a diamond in the rough. While the title suffered from performance issues and occasional glitches (which were only compounded in the Director’s Cut & Origins re-releases,) underneath all the technical mess was a commitment to immersion and realism that often goes unseen in gaming– even today. 

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Perhaps it goes without saying, but Deadly Premonition is an acquired taste. It’s worth playing all the same, but investigating the mystery at the center of the story while taking in everything Greenvale has to offer can be difficult considering how many useful items are hidden behind obscure side quests, or even just in plain sight. Giving players access to fast travel, Deadly Premonition’s Radio is just one of many essential items York will need while investigating Greenvale.

10 Radio

Given how cumbersome the driving controls can be, along with the fact the game expects the player to know how to read a map and figure out a compass, getting around Greenvale early on can be an extremely difficult process. Part of the fun is learning the lay of the land, of course, but no one likes running out of gas in the middle of nowhere with zero sense of direction. 

The Radio is the game’s workaround to all the driving & walking, offering fast travel at any time. That said, the Radio is only available for a brief period of. York must first complete George’s first Side Quest by finding Arnold in the Police Station and then find a Nameless Flower while it’s raining to deliver to George’s mother before Chapter 13. 

9 Wrench

Combat isn’t Deadly Premonition’s strong suit by any stretch of the imagination (in fact, it wasn’t even in the game originally.) As a result, there’s very little to chew on in terms of action, and while Resident Evil diehards might find something to appreciate (especially in the 360 release,) most will want to blow through these sections as quickly as possible. 

The Wrench is one of the earliest weapons York can find in Greenvale, but it’s also one of the strongest. Between Chapters 2 and 18, York can trigger a quest line at Sally Graham’s house (the mother of Anna Graham) that earns players an infinite durability Wrench. All three side quests are simple enough to follow in-game. 

8 Cigarette (Heavy)

Time passes slowly in Greenvale, for better and for worse. In the midst of exploration, or just on a hot streak of exploring the town & doing side quests, the slow pace can be a blessing. So often do open world games force the sun down almost as soon as it comes up. On the flip side, each character has their own dynamic schedule and killing time in the dead of night isn’t always viable. 

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While sleeping allows York to fast forward in time, Cigarettes offer the same benefit virtually anywhere. Cigarettes have no real use in combat sections and are often pushed out the inventory as a result, but they’re extremely useful in taking in everything Greenvale has to offer at a reasonable pace. 

7 Shotgun

A Shadow will drop the Shotgun as part of a scripted sequence midway through the game, but it’s worth discussing gunplay in general. Like in early Resident Evil games, York locks into place when he aims. Unlike in early Resident Evil games, York’s controls are rather sloppy to say the least. Aiming somehow feels too stiff and too slippery, if one can believe it. 

The starter pistol has infinite ammo, but enemies are bullet sponges and aiming is a pain. While the Shotgun is outclassed come midgame, it can drop most Shadows from afar while also being one of the best weapons to take on the penultimate boss. 

6 Flare

On the off chance players miss their opportunity to get the Radio, they’ll be subjugated to driving around Greenvale for the rest of the game. It’s really not a punishment considering how immersive the rural American town is, even the best cars end up guzzling too much gas– something that makes side questing rather frustrating. 

Should players find themselves without a car in the middle of nowhere (and it can realistically happen,) they’ll be forced to either trek their way back to Greenvale on foot or summon a car with a Flare. Flares are a bit more situational than Cigarettes, but it never hurts to have one on-hand if you don’t have the radio. 

5 Infinite Ammo Magnum

Snack for Willie is one of the cruelest quests in Deadly Premonition, if only because players are basically guaranteed to lock themselves into a mediocre reward on a first playthrough. Scattered around Greenvale are several bones unrelated to the main investigation which York keeps on hand regardless. 

When Kaysen is introduced into the story, his dog Willie ends up stealing any bones York has on hand. If York finds every single bone in Greenvale before this encounter with Kaysen & Willie, he’ll find an Infinite Ammo Magnum in Willie’s Dog House. Given how early it can be obtained, the IAM makes the rest of the game a joke. 

4 Magnum

It’s more than likely that most players will end up missing their chance to nab the Infinite Ammo Magnum on their first playthrough. There’s really no way to anticipate Willie’s robbery, and some of the bones are fairly tricky to find without an intimate understanding of Greenvale’s geography (or guide.) 

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Thankfully, York does get the chance to purchase a regular Magnum later. While it’s not as useful as the Infinite Ammo Magnum, it’s still an extremely powerful gun that’s one of the best choices for facing the final boss with. Unlike the Shotgun, York will need to buy the Magnum at Panda Bear closer to endgame. 

3 Weapon Bag

Inventory management plays a key role in Deadly Premonition’s gameplay, and while York does actually have fairly generous pocket space as far as regular items go, players will need to be fairly considerate with which weapons they’re carrying on their person. Thankfully, the Weapon Bag can be grabbed ASAP, but it requires some mini-game competence. 

York can play Darts at SWERY 65 after buying a Dart Gun from Richard. Players must then beat Richard’s high score of 2017, which is easier said than done. York’s aim not only has to be precise, it’s advised to have a Stabilizer on hand as playing Darts actually drains York’s stamina. 

2 Legendary Guitar Grecotch 

Lilly Ingram has a three party quest line at the Milk Barn which involves York solving a series of puzzles to progress each one. They’re solid enough brain teasers, but completing all three ends up unlocking a new quest where York must find Keith’s guitate, the Legendary Guitar Grecotch, before triggering a new quest to deliver said guitar to him. 

While players are free to deliver said Guitar to Keith, it’s worth pointing out that Grecotch has infinite durability and is freakishly strong. It’s honestly worth hanging onto the Guitar for as long as possible. Which coincidentally happens to be the very end of the game!  

1 Weather Doll

The Weather Doll is one of the most elusive items in Deadly Premonition, tied to a side quest that players are all but guaranteed to miss unless they’re looking for it. Only in Chapters 4, 6, 7, 8, 11, 12, and 13, York can visit Emily’s house on a rainy night to cook with her. Along with rainfall, players will need an Egg, a Country Ham, & Hollandaise Sauce. For anyone who wants to wait long enough, Lilly sells said ingredients in Chapter 9. 

For completing the quest, York will be rewarded with the Weather Dool– one of the most useful items in the game. York’s health will regenerate based on the weather and the Weather Doll’s position: rightside up for nice weather and upside down for rainy weather. 

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